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resource project Professional Development, Conferences, and Networks
The Coalition for Science After School (CSAS) was established in 2004 in response to the growing need for more STEM (science, technology, engineering, and mathematics) learning opportunities in out-of-school time. CSAS sought to build this field by uniting STEM education goals with out-of-school time opportunities and a focus on youth development. Over a decade of work, CSAS Steering Committee members, staff and partners advocated for STEM in out-of-school-time settings, convened leaders, and created resources to support this work. CSAS leadership decided to conclude CSAS operations in 2014, as the STEM in out-of-school time movement had experienced tremendous growth of programming and attention to science-related out-of-school time opportunities on a national level. In its ten-year strategic plan, CSAS took as its vision the full integration of the STEM education and out-of-school time communities to ensure that quality out-of-school time STEM opportunities became prevalent and available to learners nationwide. Key CSAS activities included: (1) Setting and advancing a collective agenda by working with members to identify gaps in the field, organizing others to create solutions that meet the needs, identifying policy needs in the field and supporting advocates to advance them; (2) Developing and linking committed communities by providing opportunities for focused networking and learning through conferences, webinars, and other outreach activities; and (3) Identifying, collecting, capturing, and sharing information and available research and resources in the field. The leadership of the Coalition for Science After School is deeply grateful to the funders, partners, supporters, and constituents that worked together to advance STEM in out-of-school time during the last decade, and that make up today's rich and varied STEM in out-of-school time landscape. We have much to be proud of, but as a movement there is much more work to be done. As this work continues to expand and deepen, it is appropriate for the Coalition for Science After School to step down as the many other organizations that have emerged over the last decade take on leadership for the critical work that remains to be done. A timeline and summary of CSAS activities, products, and accomplishments is available for download on this page. All resources noted in the narrative are also available for download below.
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TEAM MEMBERS: Judy Nee Elizabeth Stage Dennis Bartels Lucy Friedman Jane Quinn Pam Garza Gabrielle Lyon Jodi Grant Frank Davis Kris Gutierrez Bernadette Chi Carol Tang Mike Radke Jason Freeman Bronwyn Bevan Leah Reisman Sarah Elovich Kalie Sacco
resource evaluation Media and Technology
Focus groups with parents of third and fourth graders were implemented to help support the revision and expansion of the current Cyberchase website for parents. This study focused on the following research questions: (1) How do parents understand their role in helping their children with learning in math? (a) Do parents see their role as motivational? (b) Do parents see their role as helping their child with math difficulties? (c) Do parents see their role as collaborating with their child in learning math? (2) What are parents' concerns or anxieties about their role in supporting math
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TEAM MEMBERS: Barbara Flagg Thirteen/WNET
resource evaluation Media and Technology
To gain insight into the Cyberchase audience, a Web survey was conducted with parents through the PBS Web site during June and July, 2005. Participants were 94 parents of children who were current or past users of at least one Cyberchase media component (e.g., TV, Web site, outreach materials, etc.). Roughly equal numbers of boys and girls were represented, and one-third of the children were identified as minorities. Parents were recruited through the Cyberchase Web site and online mailings, and were asked to complete the online survey. Rather than being representative of U.S. parents as a
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TEAM MEMBERS: Shalom Fisch Thirteen/WNET
resource evaluation Exhibitions
Museums are places where visitors of all abilities and disabilities are invited to learn. This diversity offers a unique challenge how can museums ensure that everyone can benefit from the learning experience? Universal design, which is the design of products and environments to be usable by all people, to the greatest extent possible, without the need for adaptation or specialized design (Center for Universal Design, 2002), puts forward a potential solution. This paper offers an overview of universal design, including its practice in the museum, formal education, and digital media fields, and
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TEAM MEMBERS: Christine Reich Museum of Science
resource research Exhibitions
The following document summarizes results from a literature review conducted in Fall 2004 to inform the development of a nationwide research project that will explore universal access to the learning of science, technology, engineering, and mathematics (STEM) in museums. Through this project, the Museum of Science, with four collaborating institutions, will further the industry's knowledge and understanding of ways to create museum exhibitions that are inclusive of the learning needs of all museum visitors, including those with disabilities. Guiding the literature review was a topical
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TEAM MEMBERS: Christine Reich Anna Lindgren-Streicher Museum of Science
resource project Public Programs
Mixing in Math is a multi-dimensional, three-year project that seeks to build the capacity of after-school programs to provide meaningful and engaging math activities for youth. Program collaborators including project leaders from TERC and after-school program leaders will reach approximately 40,000 children through at least 350 sites and approximately 9,000 staff and volunteers. Drawing on the unique features of the after-school environment, the project design includes the following elements: development of materials appropriate to the setting; staff development and support; institutionalization and dissemination of materials throughout an established network and evaluation research to further knowledge about informal math and after-school programming. Project goals are to: provide free math materials to all participating after-school staff; produce a significant increase in informal math training for the after-school workforce; strengthen the role of informal math in after-school settings; and conduct and disseminate research on the project in terms of its impact on after-school programming, informal math education and the math "achievement gap." "Mixing in Math" national partners will facilitate further reach of the project. The National Institute of Out of School Time (NIOST) in addition to posting materials on their website, will incorporate project activities into their staff development programs. Ceridian, a work-life benefits provider, will distribute project materials to workplace school-ages childcare programs.
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TEAM MEMBERS: Marlene Kliman Janice Mokros
resource project Exhibitions
The Museum of Science will partner with four other informal science education institutions to plan a nationwide distributed research project that will explore universal access to informal learning of science, technology, engineering and mathematics (STEM) in museums. This planning project will determine domains of access-related research, establish a core set of advisors to assist with the development of the research agenda, coordinate the selection of topics for investigation and define areas where a shared research protocol might be appropriate for studies conducted at partner institutions. Research initially will be focused on visitors with disabilities who have traditionally been marginalized from many museum experiences.
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TEAM MEMBERS: Christine Cunningham Christine Reich
resource project Public Programs
Children's Discovery Museum of San Jose, CA, will develop a three-pronged project called "Round and Round" focused on the geometry, science and technology of circles and wheels. All three project products (one permanent and one traveling version of a 2000-sq. ft. exhibition; an array of complementary educational programs for children ages 3-10; and published research on patterns of interactions among families of diverse backgrounds in museum settings) will be developed in cooperation with developmental psychologists from the University of California at Santa Cruz and advisors from Latino and Vietnamese communities in San Jose. "Round and Round" exhibits and programs will offer a trans-cultural, gender-neutral, and multi-disciplinary look at the ingenuity and ubiquity of circles. Together they will provide a comprehensive array of interactive experiences that help children, ages 3-10, and adults explore the mathematics, physics, physical properties and engineering advantages of circles and wheels. The project is expected to serve three million visitors in science and children's museums across the nation within four years of implementation.
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resource project Media and Technology
The Scientific Reasoning Research Institute at the University of Massachusetts, Amherst will conduct a feasibility study for engaging museum visitors in data analysis through this planning grant. Intellectual Merit: This project builds on the extensive prior work of the PI in developing Tinkerplots software for middle school students. At the same time, it potentially takes advantage of the many museum exhibitions that include various kinds of data but provide no mechanisms for visitors to analyze the data and draw conclusions. This project makes the connection by seeking to demonstrate the proof of concept for the transfer of this data analysis program from the formal to the informal setting. Broader Impact: This project will purposefully test three very different settings -- Museum of Science, Boston, MA; Naismith Basketball Hall of Fame, Springfield, MA; and Missouri Botanical Garden, St. Louis, MO -- to explore the advantages and limitations of this approach in those learning environments. If successful, the software could have very wide application.
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TEAM MEMBERS: Clifford Konold
resource project Media and Technology
This project will research distributed, online fantasy basketball games, which are quite popular with many kinds of players, including informal science education under-represented groups, and which entail some degree of informal statistical reasoning and decision-making strategies. The game is not playing basketball per se, but taking on the role of a team owner or coach who needs to decide how best to compose a team given necessarily limited resources. The research team will provide a method for framing and researching statistical understanding and decision making of expert and novice players, then, based on the research, will develop scaffolded techniques for helping players become more reflective on and adept with the statistical knowledge and decision making strategies they use.
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TEAM MEMBERS: Brian Smith Priya Sharma
resource project Media and Technology
This 12-month planning grant will create the foundation for a project based on meaningful, online, game-based learning. Specifically, it will enable the proposer to develop and validate story lines and game characters with middle-school aged children in two summer design institutes. In addition, the proposer will build partnerships with museums and informal learning institutions and develop a plan to work with these partners for the dissemination, promotion, use and evaluation of the future games. Intellectual Merit: The project will develop standards-linked design specifications for play scenarios, game characters and real-world, problem-based activities across STEM domains. These design specifications should be of significant value for future educational game development. Children will serve as "informants" during game design, providing input where most effective. This involvement in the planning process is critical to the success of the games, and should ensure the desired "kid appeal." Broader Impact: The strategy of involving advisory groups of children, including those at-risk, will allow the project to factor in ways to engage audiences underrepresented in the sciences by tailoring characters and activities that ensure broad appeal. In addition, the approach of solving puzzle-like problems embedded in a game's story narrative should appeal to both boys and girls. This project will generate a report for publication on the design process and resulting specifications.
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TEAM MEMBERS: M Kinzie
resource project Professional Development, Conferences, and Networks
This is a two-year planning project that will support planning activities to provide a basis for further STEM education reform in the Greater Mohawk Valley of New York. These include different workshops for school administrators and teachers preparing them to support student research and venues for students to present the results of their research. Perhaps even more importantly it will provide an alternative path for assessment of districts' STEM educational goals. The 25 years of Utica College's support and programming of student research activities will provide a rich background for assessment of the effectiveness of student learning in science, mathematics and technology through such activities.
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TEAM MEMBERS: Lawrence Aaronson